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Font of PansophyX1
Artifact (R)
Font of Pansophy enters the battlefield with X charge counters on it.
At the beginning of your upkeep, you may look at the top card of your library. If it is a nonland card with converted mana cost equal to the number of charge counters on Font of Pansophy, you may reveal it and put it in your hand. Otherwise, put it back on top of your library.

Mental Momentum2R
Enchantment
At the beginning of your upkeep, exile the top card of your library. If the number of cards exiled with Mental Momentum is greater than or equal to the exiled card's converted mana cost, you may cast it this turn.

Colossal Endydion3GGGG
Creature - Plant Cat Beast
Whenever a spell is cast, if it has a greater mana cost than all other spells cast this turn, double the power and toughness of creatures you control until end of turn.
5/5

W, tap: Target creature gets +1/+1 until end of turn.U, tap: Return a creature you control to its owner's hand.B, tap: Target opponent loses 1 life and you gain 1 life.R, tap: Deal 1 damage to any target.G, tap: Target creature you control gains trample until end of turn.

Isode's Conjunction2UU
Enchantment (R)
When Isode’s Conjunction enters the battlefield, scry 4.
At the beginning of your upkeep, if you control a permanent with converted mana cost exactly 1 and a permanent with converted mana cost exactly 7, you may sacrifice Isode’s Conjunction. When you do, draw four cards.

IIW: I've been away so long that I've forgotten how to play. Design me a rare card that will teach me an important game concept while also appealing to casual players.

Flatline: Evolutionary Correction
It’s an interesting take in a removal spell. It’s in a bit of a weird spot, since typically blacks conditional removal goes for small creatures rather than large ones, but if this is a bend it’s definitely an acceptable one. I could see it fitting into a set with a lot of things that increase power or toughness, but outside of that context it seems too narrow. You could probably cost this at B and it would be fine.

Subject 16: Anima’s Will
I like this. It’s very clean, and it scales well into the late game. It would be a solid addition to the splashable conditional counter suite along side Unified Will.

Cheetos: Destructive Brawl
At first I liked it since it seemed like a reasonable upgrade to the various [card]Hunt the Weak[/c] type cards, but the more and more I think about it, quite often with fight effects your creatures are already larger, so it’s very much a ‘the rich get richer’ effect. I’d cost it at CMC 3.

Mergatroid: Font of Pansophy
This is the kind of card that should have been in the top-deck matters EDH deck. The effect seems like a powerful build around effect. I wonder if this would just end up getting jammed for 1 or 2 in aggro decks instead of decks that actually want to set up the effect.

BlazingRagnarok: Mental Momentum. I like the effect, and this is probably about as hard as you’d have to push impulsive drawing to make it actually playable. My big concern is that this could be pushing the limits of what is acceptable for red card advantage, even if they aren’t getting a card off of it until turn 5 at the earliest, this adds a ton of reach for red decks.

Forestsguy: Colossal Endydion
The effect is probably balanced at 7 CMC, and I like the fact that it encourages you to sequence your spells in a certain way. It probably wins the game the turn after it’s cast, but at 7 mana on a no protection creature it seems fine. Maybe a little too good for limited, so it would have to be a mythic.

Voidnothing: outstanding speaker
I’m not sure if consultation should be ‘another target advisor’, since the flavour of an adviser consulting himself seems off, but from a gameplay perspective it avoids the pitfalls of needing multiple advisers that crappy Ally mechanic from Oath of the Gatewatch sufferer from. In of itself, I like the fact that it creates a little sub-game of locking down different CMCs, but wonder if it should be legendary to avoid the effect being oppressive in multiples.

Spineback Manticore3RR
Creature — Manticore (M)
First strike, trample, haste
Whenever Spineback Manticore becomes the target of a spell, Spineback Manticore deals 3 damage to that spell’s controller.The best defense is a good offense, and the best offense is a gratuitous amount of spines.
5/3

Guardian of Kruphix 4GU
Creature - Sphinx
Flying, Vigilance
Whenever you draw a card, put a +1/+1 counter on ~.
Whenever two or more creatures attack you or a planeswalker you control, draw a card. If five or more creatures are attacking you or a planeswalker you control, draw two cards instead."I stand to preserve the world, and learn. My studies go better when under more duress."
4/4

IIW: Make a vertical cycle (one card of each rarity, usually confined to a color or color pair, see the torment cycle) for your favorite ability word (enrage, revolt, or raid) in standard right now.

(19 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T)

(7 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017

(6 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T)

Silver Masticore4
Artifact Creature - Masticore
At the beginning of your upkeep, exile a card from your hand with a silver counter on it or sacrifice Silver Masticore.2, put a card with a silver counter on it from exile into your graveyard: Silver Masticore deals 3 damage to any target.2, put a card with a silver counter on it from exile into your graveyard: Silver Masticore gains indestructible until the end of the turn.
4/4

Chemtrails- Spineback Manticore:
I like that you went with a manticore. There was a sphinx here, but I don't remember exactly what it was. First strike, trample, and haste is a decent set-up, and the low toughness is offset by the spiky ability. A card like this is destined to be good, but be outshined by on-curve dragons like Stormbreath Dragon and Glorybringer. I may wish it were geared a little less towards beating face, but it feels very manticore-ish.

Cardz5000- Mobat, the Tormented:
That's a lot of Wheel of Fortune. This definitely feels like a commander card, and Arjun, the Shifting Flame is pretty tame by comparison. This even hits on the end step, so you get it the turn you play Mobat. Not to mention you are definitely playing Megrim, Liliana's Caress, and Fell Specter. This also brings the beats at 5/5 flying for four. I think this should cost one more mana to justify the amount of stuff it's doing.

Chetoos- Guardian of Kruphix:
I like discouraging attacks. The Lorescale Coatl text is pretty tame on a six drop, but the additional draws definitely make up for that. The main problem with this card is that it handily fails the Vindicate Test (if it is removed immediately, you wasted your resources with no benefit). Still, a card like this is supposed to play like that. This is a fun card that I could see playing very well.

Flaline- Sphinx of the Frost:Trap Runner, eh? That's not an ability we've seen a lot of. This design is pretty conservative, but it also feels pretty printable. It falls right along the Shivan Dragon spot of being a bulk rare that's very good in draft. I don't find any fault with this card, other than that it could've been a bit more bold.

TotallyHaywire- Terrorfang, Immortal Predator:
Spider God is a pretty great start, but 1/1 is not. Reach, deathtouch, and wierd indestructibility go some distance to compensate, but there are enough ways to get rid of this that it isn't as scary as I feel it should be. The abilities do mesh pretty well here, as in many sample situations, the opponent has no choice but to take the damage or lose a creature. But even when they take the damage, it hurts, but doesn't necessarily feel like the sting of a five-mana spider god. Bump this to a 2/5, and then you have a dangerous card that is hard to remove.

Blazing Ragnarok- Silver Masticore:
This feels exactly right for a masticore. It's just inventive enough to be interesting, but it completely embodies the flavor and mechanics of a masticore. It's powerful, but the drawback is serious. I have no problems with this card.

Subject16- Tainted Masticore:
Infect is one hell of a mechanic. This card has more going on then it would appear at first. Basically, you can hold your cards to discard to the activated abilities for as long as you can take three poison counters a turn (which is a lot more than Phyrexian Vatmother inflicts) This guy is really hungry for your cards, but he also tears up enemies with impressive brutallity. First strike means that it takes 8 power to beat him in combat, and it doesn't take that much to burn an opponent out with poison. Luckily, poison is an aggro-combo deck, so a six-mana (actually five-mana) creature is not going to make a difference there. This card is gross all over, but I think the balance is working.

Herald of Spring1G
Creature - Dryad Shaman
Vanishing 1
When Herald of Spring dies, each player creates a number of colorless Petal artifact tokens equal to the number of untapped basic lands they control. They have "T, Sacrifice this artifact: Add G".
1/3

Davriel, Spring's Wakening4RGG
Legendary Creature - Incarnation {M}
Whenever a player taps a land for mana, add one mana of any type that land produced.
At the beginning of each player’s precombat main phase, if Davriel is in your graveyard, that player adds C.
6/3

Relena, Summer's Sun4GGW
Legendary Creature - Incarnation {M}
Vigilance
Prevent all combat damage that would be dealt to untapped creatures you control.
Whenever a creature dies, if Relena is in your graveyard, its owner may put it on the bottom of their library.
3/6

Gerivin, Autumn’s Bounty4BGG
Legendary Creature - Incarnation {M}
Whenever a creature an opponent controls dies, untap target land.
At the beginning of each player’s upkeep, if Gerivin is in your graveyard, that player puts a land card from their graveyard onto the battlefield.
5/4

Nevesa, Winter’s Watch4GGU
Legendary Creature - Incarnation {M}
Whenever a creature attacks you or a planeswalker you control, tap that creature. It doesn’t untap during its controller’s next untap step.
At the beginning of each upkeep, if Nevesa is in your graveyard, untap all creatures.
4/5

Winter Elemental2RUW
Snow Creature- Elemental
Vigilance
At the beginning of your end step, put an ice counter on target tapped land. That land becomes Snow, loses all abilities, and gains "T: Add C." for as long as it has an ice counter.
Sacrifice a snow permanent: Tap target creature. It doesn't untap during its controller's next untap step.
2/5

Winter's Grip3UU
Enchantment (R)
When Winter's Grip enters the battlefield, tap all creatures. Those creatures don't untap during their controller's untap step for as long as you control Winter's Grip.Nothing moves during the long, harsh Eyodwan winter.

IIW: A blue or white Goblin that still feels like a Goblin.

Private Mod Note
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Rollback Post to RevisionRollBack

(19 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T)

(7 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017

(6 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T)

Elara, Spring's new life 3GWU
Legendary Creature - Elf Druid
Whenever a land enters the battlefield under your control, you gain 1 life.
Whenever a spell causes you to gain life, scry 1.
At the beginning of your upkeep, you may reveal the top card of your library. If it's a land card, you may put it onto the battlefield.
6/6

Elara's deck would be built around a field of simple value engines, small synergies that build up to massive, powerful combos eventually.

Paajnia, Blaze of Summer 2BRG
Legendary Creature - Azra Shaman
If an instant or sorcery spell would deal damage, it deals that much damage plus 2 instead.
At the beginning of your upkeep, you may put a +1/+1 counter on target creature you don't control. If you do, return a creature card with power less than that creature's power to the battlefield from your graveyard.
5/5
Paajnia's deck is a graveyard recursion deck, built around lots of creatures that like to die and come back, either things like Pellaka Wurm, or something more like Flayer of the Hatebound. Her second ability is a nice politics card, while also giving you lots of value.

Danariu, Autumn's guide 1GBU
Legendary Creature - Snake Shaman
Whenever another creature you control dies, look at the top card of your library. If it's a land card, you may put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.2U, return a land you control to its owner's hand: Scry 1, then draw a card.
2/6
This deck manipulates the top deck, and also has a self-mill theme, trying to work with recursion, but in a different way than the above card.

Martoneth, king of winter 3WUB
Legendary creature - Human Soldier
Creatures you don't control have vigilance.
Whenever a creature deals combat damage to you, tap that creature. It doesn't untap during its controller's next untap step.
Creatures your opponents control enter the battlefield tapped.
Whenever one or more creatures attack you, or a planeswalker you control, that player loses X life, and you gain X life, where X is the amount of tapped creatures that player controls.
4/4
This deck is a pillow fort deck, discouraging attacks directed at them, while encouraging them to the other players at the table. This deck would include cards like ghostly prison, ever-watching threshold, and probably something like trespasser's curse, just to be extra mean.

IIW: Make a vertical cycle (one card of each rarity, usually confined to a color or color pair, see the torment cycle) for your favorite ability word (enrage, revolt, or raid) in standard right now.